![]() The following code snippet uses ArcTo to draw an arc of the requested radius in the corner of the lines: A line with arc painter2D.BeginPath() The following code snippet uses Arc to draws a sector with a border: A sector with a border painter2D.lineWidth = 2.0f The ArcTo method generates an arc between two straight segments.The Arc method generates an arc from the provided arc center, the radius, and the starting and ending angles.You can use the following methods to draw arcs: The following code snippet draws a zigzag line: A zigzag line painter2D.lineWidth = 10.0f The following image illustrates the different styles of line caps and joins: Different styles of line caps and joins When you draw lines, the properties of LineJoin and LineCap control the styles of line joins and caps. Before you draw lines, define properties, such as the stroke color, the line width, the joins, and caps. The LineTo method generates a straight line from the current pen position to the provided one. void DrawCanvas(MeshGenerationContext mgc) ![]() After the path is done, use Fill to build the shape. To build paths, you issue commands that move a kind of “virtual pen.” For example, to generate the same quad in the Mesh API example, move the “pen” to the first position, and chain lines together. You can then use Stroke to draw lines or Fill to draw shapes. To use the Vector API, access the Painter2D object from the MeshGenerationContext and generate paths with it. It allocates vertices and indices, and provides coordinates in a clockwise direction: void OnGenerateVisualContent(MeshGenerationContext mgc) The following code snippet generates a single quad. For details on geometry generation conventions, see Vertex.position. The MeshGenerationContext.Allocate method allocates and draws the specified number of vertices and indices required to express geometry for drawing the content of a visual element. To use the Mesh API, allocate a mesh with the MeshGenerationContext.Allocate method and then fill the vertices and indices. Inspired by HTML Canvas, the Vector API draws 2D vector graphics, such as lines, arcs, and shapes. If you only want to generate simple geometry, use the Vector API instead. The Mesh API is a tool for advanced users. You can use the Mesh API to draws custom shapes. It also decouples the camera from the map for zooming.īy default this example only provides a top-down 2D view of the map, without vector data.You use the Mesh API or Vector API to generate 2D visual content onto a visual element. It takes care of the tile scaling and map scaling for you so you can look at a map at different zoom levels. ![]() Using this map gives you a runtime, zoomable map instead of a static map. QuadTreeTileProvider also provides an API call to update the map when the location and/or zoom level changes. The map's root and individual UnityTile objects are scaled appropriately to provide zooming capability, similar to traditional web-based maps. QuadTreeTileProvider provides a way to create a zoomable map without moving the camera in the scene. QuadTreeTileProvider uses the location in latitude, longitude, the camera's viewport, and the map's zoom level to determine the area of interest. The QuadTreeTileProvider script leverages this quadtree structure to request tiles for the area of interest. Web Mercator tile services use a quadtree structure to provide tiles at different zoom levels. To use the SpawnOnMap script, add it as a Component to a Map GameObject. It uses the Start() function to calculate initial marker positions, then uses Update() to update those positions every time the map changes (either from zooming or panning). ![]() SpawnOnMap provides an outline of placing custom markers. The Zoomable Map example handles this with a script called SpawnOnMap. Since the zoom level of a zoomable map can change at runtime, the marker positions need to be updated in every frame. Placing custom markers on zoomable and non-zoomable maps is mostly a similar process, with one exception. ![]()
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